Yeah, even in light of reading plenty of other PBTAs and such - going back and looking at DITV for instance lays things out so clearly. Knowing how to run BITD and PBTAs is informing how I look at Daggerheart.
FWIW, in the game of Stonetop we had on Sunday during the End of Session portion one of the players highlighted how much they loved that the current arc of play “feels like something out of the Lord of the Rings, like tke journey bits.”
Most media we look at (novel and movie alike) tends to do scene framing or montages to give the implication of distance and exploration. I try and use the same thing as we are traveling through the Great Forest and such - montage style bits where we describe the varied terrain, do some Q & A to get into the character’s heads, some trail banter, and then frame into a scene of more intense stuff.
Maybe as simple as an impending storm, the thunder pealing in the distance. What do you do? And they decide to put a leanto together for shelter (they have mystical markings right now on their faces that gives them the power to move quiet and stealthy in nature but rain might wash it off..), and the Blessed goes off foraging for more ritual plants, and rolls terribly so it takes him too long and the heavens open up, and he gets lost and the Heavy goes out with the kid’s hound to try and track him down…
I’m planning to take this sort of scene frame exploration over to Daggerheart when I start running it, it just feels like it combines the best features of time and distance passing with interesting and grabby (or just “appropriate” - like the quiet clearing of gorgeous flowers and tart but edible berries for them to resupply with and discover that the kid hates sour stuff) situations.